Sei sulla pagina 1di 29

A Privateer Press D20 E-Venture for PCs of Levels 35

Art by Brian Snoddy & Matt Wilson


Editing and Assisting by Brett Huffman Maximum Proconsul, Matt Staroscik
Special Thanks to Playtesters: Eric Duning, Rob Himes, Kevin Lanter & Tony Parsons
This product requires the use of the Dungeons &
Dragons Players Handbook, Third Edition, published
by Wizards of the Coast. Dungeons & Dragons and
Wizards of the Coast are Registered Trademarks of
Wizards of the Coast and are used with permission. The
D20 System and the D20 System logo are trademarks
owned by Wizards of the Coast, and are used under the
terms of the D20 System Trademark License.

Privateer Press
4323 Evanston Ave N #202
Seattle WA 98103
Voice: (206) 545-2943
Fax: (206) 770-7373
http://privateerpress.com
frontdesk@privateerpress.com

Contents copyright 2001 Privateer Press LLC. All


rights reserved. This is a work of fiction, and any resemblance to actual persons living or dead is purely coincidental, though it would make those persons kind of cool
if you think about it. Are you still reading this? Good.
We like your attention to detail. Send us a die (d20 preferred), your mailing address, and your email address
and well put you on our secret mailing list. Fnord.

Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Background for the DM . . . . . . . . . . . . . . . . .3
Act I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
A Brief Undertaking . . . . . . . . . . . . . . . . . . . .5
Making New Friends . . . . . . . . . . . . . . . . . . . .7
Act II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Filchers Crossing . . . . . . . . . . . . . . . . . . . . . .10
The Abandoned Factory . . . . . . . . . . . . . . . . .11
Map: The Abandoned Factory . . . . . . . . . . . .13
Maleks Ambush . . . . . . . . . . . . . . . . . . . . . . .16
Act III . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
The Undercity . . . . . . . . . . . . . . . . . . . . . . . . .18
Map: The Undercity . . . . . . . . . . . . . . . . . . . .19
Epilogue: A Fistful of Vouchers . . . . . . . . . . .22
Appendix A: Creatures . . . . . . . . . . . . . . . . . . . . .24
Appendix B: Dramatis Personae . . . . . . . . . . . . . .25
Legal Stuff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
About Privateer Press . . . . . . . . . . . . . . . . . . . . . .29

Privateer Press LLC

Iron Kingdoms Game World

Fools Errand E-Venture

A D20 Product

2001 Privateer Press

Introduction
Twenty years ago, Bodak was a sword-for-hire
in a mercenary group numbering 500 men called
the Talon Company. This army was in the employ
of the now-deposed King Vinter Raelthorne and
took part in some particularly brutal campaigning
along the CygnarOrd borders. At some point, the
Talons perpetrated some exceedingly inhumane
deeds on a village some leagues north of the
Dragons Tongue, and when the particulars were
later discovered by then-colonel Julian Helstrom,
the rapine and murder committed by them turned
the mans stomach. It was by no means how the
Colonel wanted to lead his armies. He publicly vilified the mercenaries and arranged for their
employment to be terminated.
In the months that followed, the Talons could
not be employed anywhere within the Iron
Kingdoms. They eventually broke apart, either as
individual mercenaries or small factions, and
Hamil Bodak, cross at having his livelihood cut
short, decided to strike out on his own. With scant
food in his belly and even less coin in his purse, he
eventually came to Corvis where he happened into
a job as a watch guard. As he approached his midthirties, Bodak swiftly worked his way up to a captains position, establishing a moderate but solid
power base for himself in the city. To his dismay,
some years later, Julian Helstrom also joined the
Corvis Watch in a position superior to his. The
former colonel had no idea of how much this rankled Bodak, indeed he did not even know the
man, but the one-time mercenary knew Helstrom
and he took careful steps to distinguish how his
loyalties developed and where they laid within the
organization.
Hamil Bodak had learned to be a prudent man
since his days with the Talon Company, but like

This Privateer Press PDF E-Venture entitled


Fools Errand is set in the Iron Kingdoms within
the city of Corvis. This particular adventure introduces the characters into a dangerous situation
within Corvis dicey underside as they unknowingly cross one of the citys vicious underworld gangs.
As the saying goes, theres plenty of adventure to
be had in the Iron Kingdoms!

Background for the DM


This background is for the benefit of the DM
and it serves as the backdrop for the events that
follow. Very little, if any at all, of this background
should be exposed to the players
In Corvis there is a powerful merchant by the
name of Hamil Bodak (TLN 89) who is in need
of some ambitious blades to remove a thorn in the
side of his extensive criminal network. Bodak,
once upon a time a mercenary himself, is a man
with a stringent personal code, although he
believes fully in the concept of profit and ambition. Let us go back a few years in order to understand this mysterious man who figures so prominently within the City of Ghosts.
This E-Venture is directed for parties of
three to four characters of level 35, however
it can be adjusted for lower or higher level PCs
by decreasing or increasing the amount of
antagonists in Act II and modifying their levels accordingly. This adventure works best if
you have access to book one of Privateers
The Witchfire Trilogy entitled The Longest
Night (TLN), however its not necessary to
have a copy in order to play this module. In
fact, Fools Errand can be used in any fantasy
game featuring a large city.
Fools Errand E-Venture

2001 Privateer Press

many men with mercenary blood in their veins,


Bodak had succumbed to greed some months prior
to Helstroms coming to Corvis. He had plunged
willingly into a network of dealings between seedy
merchants and corrupt watchmen, accepting protection money and taking part in a misappropriated weapons coterie that sold and supplied weapons
downriver to mercenary companies and others of
that ilk. In time, the ever-vigilant Captain
Helstrom unearthed this illegal ring and he shut it
down, presenting many of Bodaks accomplices to
magistrate-justice.
But the crafty Bodak was swift in covering up
any proof of his involvement, and Helstrom could
never pin anything on him personally. (This is
actually the first time that Hamil Bodak was ever
truly recognized by Helstrom, since his involvement with the former mercenary was not in such a
position that Helstrom should know him personally. This gives Bodak more reason for increased
animosity toward Helstrom.)
Regardless of that, Helstrom urged Bodak to
retire from the Watch, or else he would demote
him and make his life miserable. Doing his utmost
to maintain composure after not once but twice
having his life altered by Helstrom, Bodak did so,

Fools Errand E-Venture

but contended that he had nothing to do with the


unlawful cartel. The fact that after his retirement
he opened a fully stocked armory under Helstroms
nose was his way of maintaining his affluent
lifestyle, but even more it was an act of disdaining
the shadow cast by that aforementioned nose.
There is an uneasy truce for now between the
two, but Bodak keeps his eyes on Helstrom and
vice versa. The Watch captains vigilance may be a
bit less sharp than Bodaks since he has no idea
how much he is truly despised by the former mercenary and Watch captain now-turned legitimate
businessman.
This is the tense situation that the PCs blindly
stumble into in Fools Errand. If the PCs have
played TLN, Bodak is primarily curious as to who
they are and how they are tied to Helstrom. He is
so curious, in fact, that he devises this test of
their abilities, all the while maintaining his
anonymity by working through his trusted man,
the wiry, dark-eyed rogue named Draegyn. If the
PCs have not played TLN, Bodak simply wishes to
strike at an obstacle in the path of his burgeoning
mercantile network and, in Draegyns opinion, the
PCs appear to look brave (or foolish) enough for
the job.

2001 Privateer Press

Act I

Wherein the adventurers are in the employ of the Church of Morrow when they realize they are
being watched.

As stated previously, it is highly suggested that


the party has played book one of The Witchfire
Trilogy, The Longest Night, before starting this
adventure, although a resilient DM can easily
adjust this into a stand-alone or even a forerunner
to TLN. If the PCs have not played TLN, the DM
should assume that the city treasury has raised a
temporary work force to aid in repairing the damage of the city that was wrought during the Longest
Night festival when undead walked the streets of
the appropriately named City of Ghosts. The
Church of Morrow was one of the hardest hit
locales and the PCs, being goodly heroes (hopefully), have been asked to aid in the cleaning of the
cathedral grounds and have gladly accepted. If they
are not so goodly, the DM may mention some
meager compensation once the re-building has
been accomplished.

them. When confronted, he introduces himself as


Draegyn and admits he has been watching them for
some time shortly after the attack on the city
(TLN), or he may simply be impressed with their
appearance (assuming this party looks formidable,
of course). He will not mention that he works for
Hamil Bodak, instead referring to his employer as
a man who must remain nameless. Draegyn will
compel the PCs to perform a task for his boss, giving them a cryptic note upon which is scrawled a
time and location and nothing more.
To begin this adventure, the DM should start by
reading the following text to the players:
A gray morning finds you in the courtyard
of the Church of Morrow. Your benefactor,
Father Dumas, is overseeing the continued
cleanup efforts from the previous attack on
his cathedral. The good father wears a long
face, obviously stricken with despair after
enduring the ghastly events of the Longest
Night festival, and his dark vestments are
stained with dust and mud from the debris of
fallen stones and the decayed leavings of the
undead army. He stands amidst a trampled
garden that once housed flowering evergreen
saplings and primroses in bloom, now a mess
of muddy tracks from footsteps and wagon
wheels as the priest directs his workers.
Mostly patrons of the church, these men heft
old bones and even older stones into wheelbarrows and horse carts hauling the remains
away from the once beautiful courtyard.

A Brief Undertaking
Summary: A few days have passed since the
attack on the city and the PCs have stayed on with
the High Priest, Father Pandor Dumas, as he has
given them lodging on the church grounds. Within
a day or three, a mysterious man is seen shadowing
Fools Errand E-Venture

2001 Privateer Press

Upon seeing you Father Dumas waves and


approaches. Morrow bless you, my friends,
he says. Another day of this and the courtyard should be prepared for laying the good
souls who gave their lives defending this
church to rest. I should like to ask a favor of
you. Might you fetch some minor items for
me from the Quad? Normally, I would send
Brother Vetiver, but alas he is one of our fallen. Father Dumas pauses sadly and makes a
religious gesture for Vetivers soul, then he
smiles, albeit sullenly, and procures some
parchment from his vestments, and then continues, Some minor items, these, but I would
appreciate it much, my friends.

chant from balconies above. Smells assault


your senses, as well, thickening the air with
roast meat, aromatic drinks, pungent herbs,
smoke, sweat, flesh, wool, horse and leather.
This is the Quad of Corvis, an untidy but
vivid spectacle that always changes but seldom ends.

blers, artisans, courtesans, soldiers, and who


knows what else mingle, prattle, argue, conspire, sing, play games, drink, eat, and who
knows what else! Handcarts, horses, and wagons push through the crowds, provoking an
epidemic of curses, and music chimes in your
ears from all directions. Vendors proclaim
the wonders of their wares while neighbors
shout at one another and devotees of Morrow

At whatever point the PCs open the parchment,


it reads:

Throughout the Quad, river merchants have set


up boothssome more permanent than others
and the sounds and smells of the bazaar are in full
swing by midday. An opportunity for haggling with
the merchants is presented. Some of the PCs may
wish to sell or purchase items at this time.
At some point, another Spot check (DC 15) can
be made. Any successes will once again reveal the
Assuming the PCs agreetheres no reason not mysterious man as he skirts through the thick
to run a small errand to the market for himhe crowd. This time, his angular features can be bethands one of the PCs a parchment. At this point, ter discerned; he is clean-shaven, and stringy,
each of them should make a Spot check against a black hair hangs down into his face. With shadowy
DC 15. Whoever is successful sees a darkly-garbed green eyes, he looks directly at whoever notices
man leaning against the wall, paring his fingernails him, and then passes into the flow of the crowd
with a dagger and watching the party with more before the PCs can react. Chasing after him at this
than a passing interest. Why he stands out is sim- point reveals nothing.
ply because he is the only person in the courtyard
Eventually, the PCs will return to the Church of
who is not working. Before they can act on this,
Morrow
with the desired items.
however, a wagon passes by and obscures their view
Father Dumas is easily found among the throng
of him. Once it is past, the man is gone.
of
workers, directing a group of them uprighting a
Whether the PCs spotted the man or not, they
statue
near the cracked granite tomb of Lexaria
will proceed to the Quad (TLN 7) to give the list
of items that Father Dumas required to the appro- Ciannor (TLN 18). He sees you and approaches.
priate merchants. The list is comprised of several
Upon receiving the items, he hands you a
mundane bits and pieces of no interest to the PCs,
folded parchment. It has a plain, heavy seal of
but the DM may wish to describe the buzz of this
red wax. This was dropped off by an errand
popular gathering place within the city by reading
boy for you, my friends, Dumas explains. I
the following:
assured him you would receive it. Thank you
for these items. Now, if you will excuse me,
Finally the high sun peeks from the clouds
duty calls. So saying, the good father hurries
above. Beneath it, the marketplace swells and
off toward a group of workers and once more
clamors about you. Merchants, servants,
begins issuing orders.
entertainers, nomads, beggars, thieves, gam-

Fools Errand E-Venture

Meet me at The Falling Star. Tonight. You


know where it is.
If the PCs played TLN, they should recall that
The Falling Star (TLN 50) is the seedy waterfront
dive wherein they had met with Julian Helstrom
beforehand, and the DM should allow themeven
6

2001 Privateer Press

urge them subtlyto presume that this parchment


must be from the captain. If they have not played
TLN, the PCs can make a Knowledge (local) check
DC 12 or hail some streetwise visitors of Corvis.
They will generally know the location of this infamous watering hole.

coming darkness here presages the turning over


of the district. Once the work bells ring out,
dockworkers and merchants give way to rogues,
thugs, and other neer-do-wells. It is often said,
on the docks at night only a fool walks alone.
As your group makes its way toward the harbor, the graceful spires of New Corvis become
less frequent, giving way to the unadorned and
sometimes squalid structures and canal-spanning bridges of the old city. The usual mist
from the Black River begins to rise as night
falls, and the traffic thins as you proceed along
the riverwalk. Nearby, the faint lighting from a
warehouse illuminates the cobbles and from
inside you hear the slight chug and hiss of
steamjacks at work. Shouting and laughter
spills from The Falling Star as you enter. The
bar room is filled with the usual rowdy bunch,
but you manage to spot an empty table in one
of the far corners.

Making New Friends


The obscure note should suffice to get the PCs
progressing toward The Falling Star a bit later in
the day. There will be little else for them to do
until then, unless they care to help Father Dumas
with the last bits of cleaning the churchyard. Once
they depart and approach the waterfront, the DM
should read the following aloud:

The Falling Star is a grimy place and its patrons


even grimier, if such a thing is possible. They drink
watered ale from horns and flagons and engage in
loud conversation that is a crude and ever-rising
din. The walls are adorned with furs and hanging
tapestries of every color, and a pair of shaggy dun
and brindle dogs crack bones by the hearth. The
proprietor and bartender are one and the same, a

Dusk in Corvis is seldom different than day


except for the waterfront. Whereas in most sections of town business continues as usual, the

Fools Errand E-Venture

2001 Privateer Press

from his thick leather boots. He cuts an intimidating figure, despite being lean of stature. Without
invitation, hell have a seat and begin speaking:

Who Is That Guy?


If the PCs inquire about Draegyn to Dando
or any other server or patron, theyll receive
one of these replies:
Who? That guy? That be Draegyn the
Bastard. Id bloody steer clear of him ifn I be
you, friend. Hes trouble.
Er, thats the Black Bastard. Ed sooner slit
your throat than look at ye. Id advise ye ta
steer clear.
Him? Names Draegyn a blasted whoreson ana haff, he is.
Hmmm? Dats me da I tink I
dunno Im smashed, me mates

Seems we both been watching each other


of late, so let me cut to the quick of it. My
employer has a job he needs done. He had
something stolen from him three days ago
and he needs it stolen back. So hes charged
me ta find a band of worthies ta take this on.
You toughs seem to have the fire in yer guts
fer such a thing. You think mebbes yer right
fer this little job?
Gauging their reaction, hell procure a stained
parchment and push it across the tabletop with a
Draegyn, the
Black Bastard

huge man named Dando Kildair, also called


Dando the Bull for a number of reasons, the least
of which is a bull-like neck actually thicker than
his head. As per his stats (Appendix B), he is fully
capable of taking care of himself, and if the PCs or
anyone else attempts to accost him, he will not
hesitate to go fisticuffs. His trusty bouncer Gajan
(Appendix B) is also always nearby, usually sitting
in a darkened corner nursing a mug of the Bulls
Best.
After occupying the empty table or sidling up to
the bar, the PCs will more than likely want to order
drinks and scrutinize the room, perhaps making
themselves available for whosoeverpresumably
Capt. Helstrom if theyve played TLNis wishing
to meet with them. They will notice that there are
no Corvis Watchmen to be seen, but after a few
minutes an easy Spot check (DC 12) will show the
same man theyve noticed perhaps several times
before sitting by himself in a shadowy booth next
to the hearth. He is watching the PCs and once he
notices that they recognize him, he will display a
subtle smile and nod.
After a few more sips of his tankard, Draegyn
(human male, Rog6) will stand up and amble over
to them. Hes a narrow-waisted, wiry fellow with
clean-shaven, angular features, sunken eyes with
green pupils, and long strands of oily black hair
hanging down in his face. He wears a leather greatcoat worn over a black shirt, and dark gray leather
breeches wrapped up in a multitude of leather
straps and silver buckles. A long knife hangs at
each of his hips, and two more knife-hilts protrude
Fools Errand E-Venture

2001 Privateer Press

A: Some two-bit thugs who got lucky.


Q: How many of them are there?
A: Not sure. We think maybe four or five broke
into my employers shop. (This reference to a
shop is a subtle slip on Draegyns part.)
Q: Will this entail us having to kill people?
A: I dont know. Thats up to you.
Q: What the hell is a thunderwicket?
A: Its an experimental device, an unfinished project. Youll know it when ya see it.
Q: Whats in it for us?
A: Youll be paid a handsome sum. My employer
takes good care of his people. Itll be worth your
time. Trust me. (Observant PCsSpot at DC
15will see that Draegyn wears two intricately worked silver bracelets easily worth 35 gp
each.)
Q: Once we get this thing, then what?
A: Bring it back here. Ask The Bull to take you to
the Galley room, upstairs.
Q: How did you get this information?
A: My employer has his ways. Trust me.
Q: The way youve been skulking around, why
should we believe you?
A: Look, its yer choice whether ya wanna believe
me or not, mates. If ya dont wanna do it, I can
always find someone else.
If the players refuse to take on the job, Draegyn
will offer to give them a day to think on it. If they
change their minds, hell be in the bar the following
evening at the same time. Any more investigation on
the rogue will reveal little, aside from the replies
above. If the PCs staunchly refuse, then he will take
back his parchment and say, Too bad, then. Guess I
was wrong about ya mebbe yer not the ones fer this
job. And that will more than likely end the adventure before it begins, unless the DM can think of
another way to get them involved. A suggestion is to
have the party waylaid by several thugs (Experienced
Thug NPCs; Appendix B) when leaving The Falling
Star and then Draegyn and a group of his associates
(yet more Experienced Thugs; Appendix B) can rush
in and offer reinforcements to a fight that should
show all the signs of going badly for the PCs, at least
without his aid. Of course, Draegyn will not put himself in too much physical danger, but if he manages to
pull their fat out of the fire, hell toss them the parchment, tell them they owe him one, and then he and
his fellows will hastily depart.

dark-gloved hand. It contains directions regarding


where the stolen item is believed to be located. It is
referred to strangely as a thunderwicket and
Draegyn will simply explain that it is a prototypical
device with an ambiguous purpose. The directions
on the parchment point to a locale on the backside
of the merchants bourg of Corvis. Draegyn wants
the PCs to infiltrate an abandoned warehouse where
the thugs are holed up and find the item.
Herein lies the fools errand since Draegyn is
lying about the nature of the thunderwicket.
Again, if the PCs have played TLN, Hamil Bodak
has had his people watching them since his informants at The Falling Star told him about their
meeting there with Captain Helstrom just before
The Longest Night (TLN 50). Bodak had his
trusted Bastard devise a test of sorts for the
PCs in order to gauge their resiliency. If the PCs
have not played TLN, they were simply noticed by
Draegyn at some point and now the Bastard is
directing them into the heart of a rivals territory
to strike at one of his employers adversaries.
(Bodak believes that the Griffon gang had
arranged a hit on one of his storehouses, so this is
a bit of the old tit for tat.)
The Griffons (TLN 10) are the least powerful of
the three major gangs in the city, but still formidable enough that a party shouldnt be inclined to
raise their ire. Unfortunately for the PCs, they
dont know any of this, and Draegyns not about to
tell them (what he will tell them is in the interview
below). If the PCs agree, as soon as the Bastard
leaves their group, hell rush to meet one of his contacts who has a man on the inside with the Griffons
and, like a whispering bird, set it up so that the
rogues in the abandoned factorya newly dubbed
guild safehouseare fully aware of the PCs imminent arrival. To really raise their dander, the nameless informant has also provided that this group
(the PCs) is under the employ of the Gertens family, who happen to be the most powerful crime family in Corvis and an adversary of the Griffons.
Some questions the PCs may ask Draegyn:
Q: Who are you?
A: The names Draegyn.
Q: Who is this employer of yours?
A: Sorry, lads. He must remain nameless at this
time.
Q: Who stole it?
Fools Errand E-Venture

2001 Privateer Press

Act II

Wherein the adventurers experience the menace of Filchers Crossing at night and steal into the
abandoned warehouse to retrieve a stolen item.

As the PCs continue toward the abandoned factory, there is ample opportunity to have them
jumping at shadows. Some various things that can
be encountered in Filchers Crossing after midnight are:
u A dead body laying face down, pouches and
pockets pilfered. Investigation reveals that the
poor sod was garroted and little else. If they do
investigate, a Search check (DC 12) will reveal
a tattered ribbon of canvas in the mans grip and
upon prying it from the dead mans hand, they
will see it is wrapped around a marked coin with
a squarish hole punched through the middle.
The coin is inscribed with a peculiar sigil and a
successful Knowledge Local check (DC 18)
divulges that it is a secret symbol of the Gertens
family, although its true meaning is left up to
the DM to determine.
u As the PCs cross an arched bridge, a lone boatman poles along the canal beneath them. If they
gesture at the figure, he will point at his ears
indicating he is deaf, and move along swiftly,
refusing to acknowledge them further.
u Running footsteps appear to be coming from
the next street over. A dog will begin barking
and then several more footsteps will follow,
apparently in pursuit of the first pair. After
another minute, it is silent once more. If they try
to investigate, the sounds will fade away before
they can get close enough.
u A few bits of masonry from a high balcony or
some clay slats from a rooftop will fall in an
alley next to the PCs, followed by a hail of dust
and debris. Nothing more.
u A fresh pool of blood; a body appears to have
been dragged onto a bridge toward one of the
canals, and then dumped.

Filchers Crossing
Draegyns directions guide you to a northern sector of the city called Filchers
Crossing. Its a seedy district, half-submerged
in the harbor,which results in most of the
streets having long since become watery
canals. Travelers either pole along in small
boats or navigate a web of ramps and archways between the buildings and the higher,
drier surfaces of the area. Much like the
waterfront district, Filchers Crossing at
night is no place for the sane to be alone, or
even in small groups. In fact, this portion of
the city seems grossly more insidious, as the
lack of bars and other entertainment offers
no reason for anyone to be about. The only
intention that would place someone in this
faintly populated backside of the Industrial
bourg in the wee hours is plain: lawlessness.
Consistent with that thought, you have no
doubt that this is where youll find Draegyns
suspected thieves.

Fools Errand E-Venture

10

2001 Privateer Press

After a few or all these events have transpired,


the PCs should realize that Filchers Crossing isnt
to be taken lightly. They will presumably be alert
and on-edge as they arrive at the abandoned warehouse indicated on Draegyns parchment.
Your destination lies just ahead of you now,
an abandoned steam factory bordered by a
wall of crumbling granite no more than eight
feet high. A padlocked black iron gate is on
this wall at the front of the compound. The
building appears long neglected. There are
some windows higher up on the structure, but
it looks as if there are none on the ground
floor; at least from what you can tell. The
building is hulking, and completely dark. No
illumination comes from within at all.

The Abandoned
Factory

This abandoned factory is actually a newly


established Griffon safehouse. The leader of this
particular band, Malek Redgrave (Appendix B), is
fully aware of the mission, and he waits inside,
The PCs can gain access into the factory yard a accompanied by his gang of some two-dozen
variety of ways, by either scaling the wall (Climb rogues (Experienced Rogues, Appendix B). They
DC 10), picking the lock (Open Lock DC 25), by are quite eager to meet the PCs (see Ground Level
magical means or some other, but whats imperative Map, area 4 and Maleks Ambush).
is that they are silent while doing it. If there is
Entry to the factory can be handled in a variety
undue noise during their entry, the DM may wish to
of ways, the most obvious entry being the front
raise the attention of anyone nearby, such as a pair
doors (hardness 5, 20 hp, break DC 30). These
of Watch guards or a gang of young hooligans lookare large double doors constructed of thick oak
ing for trouble (Experienced Thugs, Appendix B).
and reinforced with metal rivets and large, rusty,
Once the PCs have attained the yard, there will iron hinges. Inspection will reveal that the thick
be a sixty-foot open area between the wall and the rust has been recently scraped away from the hinge
building that they must cross under the dim light creases. The front doors are held in place by an
of the moon as it peeks from behind black clouds. oaken plank barring them from the inside. If they
The entire yard is wreathed in a pale gray mist manage this somehow, go to Ground Level Map,
about six inches from the ground, just enough to area 7.
cover the PCs feet, and jutting from the mist in
There is also a normal-sized door on the backvarious places are an assortment of machine parts
side of the factory that is inset into a massive
both great and not so great. All of these are nigh
entryway comprised of horizontal slabs. These are
unrecognizable, unless a PC has one or more of
operated from inside and its impossible for them
the industrial skills (TLN 10). If so, on an industo be opened from the outside, simply because the
trial skill check DC 10, they will recognize pieces
door is on a pulley system and weighs quite a few
of various forms of machinery, including old, rusttons. However, the inset door is rusty-hinged (the
ed steamjack parts.
rust is scraped away, just like the front doors), conveniently unlocked and swings inward. Some large
wooden crates block it. The crates are empty, however, and the door can be pushed enough (Strength
DC 16) to allow the PCs to slip inside one at a
time. Doing this makes a moderate amount of
noise as the crates are shoved little by little.
Proceed to Ground Level Map, area 1.
There is a row of windows high up on the eastern and western sides of the building. They are
Fools Errand E-Venture

11

2001 Privateer Press

1. Ground Level: Smelting Area

approximately forty feet from the ground, and the


roof is another ten feet higher than that. If the
PCs scale to the windows (Climb DC 15), they will
discover that they are iron shuttered (hardness 10,
60 hp, break DC 25). A crank on the inside of the
building opens the shutters.
If the PCs scale the building to the flat roof
(Climb DC 18 because of a projecting lip of weakened masonry), there are four iron flues approximately five feet in diameter that can be accessed.
They have grated tops that can be removed with a
Strength check DC 30. Two PCs can try together.
A medium-sized humanoid can then fit inside
these flues and descend into the factory within a
50 arrangement of piping. They will end up inside
the main furnace. Each PC performing this action
is required to make a Climb check (DC 10) for
every 25 of piping and a final check (DC 12) to
descend into the large, spherical furnace. A failed
check will cause the rusty rivets to come loose in
that PCs portion of the flue, dropping them thirty
feet to the ground for 3d6 points of damage, unless
they make a successful Climb check (DC 35) to
grab onto something that will keep them from
falling. If the final check is failed, the PC will drop
into a tumbling slide and land in a heap inside the
furnace, automatically surprised by the rogues waiting within. Proceed to Ground Level Map, area 6.
Long ago, this factory manufactured parts for all
forms of steam-powered machinery, specializing in
ship parts. It is comprised of two levels, the Ground
Level and the Catwalk Level. The Ground Level is
where the bulk of Maleks men lie in wait, hiding in
the dark amongst the various structures and debris
within. The factory is fairly littered with stacked
crates, destroyed crates, scrap metal, carts, stalls,
and the now-defunct furnaces, offering plenty of
places to conceal ones self. The Catwalk Level is
twenty feet above the ground floor. A grilled walkway encircles the main furnace and eight walkways
extend outward from it in a spoke-like fashion.
Countless thick chains are suspended in the factory. The chains are very large and provide cover
equal to nine-tenths concealment (PH 133) and
can also be utilized to ascend or descend (DC 15)
to and from the catwalks. Brachiating from chainto-chain (horizontally) is a bit harder (Climb DC
18). In addition to the rogues hiding on the ground
floor, four rogues are up among the catwalks with
loaded light crossbows.
Fools Errand E-Venture

Assuming the PCs have entered the factory


through the door. If not, omit the first two sentences in the spoken text box below.
You squeeze through the door and have to
navigate single-file through several wooden
crates that are stacked two and three high.
Moving past these, you enter the main of the
factory. The factory floor is dimly lit from an
unseen light source, allowing you to see most
of the area around you. This interior is littered with bits of debris, overturned crates, a
few wheeled carts, and more hunks of iron
refuse similar to those outside. Along the
north wall is a line of stalls that drift into
darkness. Above, you can barely discern a
series of catwalks amongst a forest of suspended chains ending in various large hooks
and wide leather straps. A few ladders, barely
visible in this dim lighting, extend up toward
the catwalks.
Perhaps one hundred feet away, at the edge
of blackness, looms a huge, tear-shaped
structure. Iron pipes jut from its belly and rise
upward, disappearing into the dark. At the
end of a long ramp, there appears to be an
entrance into the formation.
The three carts in this area are filled with slag
metal, but they can still be pushed if the brakes on
the rear right wheel are kicked up (partial action).
The crates are either empty or filled with worthless
metal refuse such as screws, pipes, rods, ball bearings, and larger pieces of junk. The suspended
chains are within reach to PCs over five feet tall.
They can be climbed (DC 15).
The lighting to the right comes from a lantern
in the Overseers Stall (2) while to the PCs left,
Griffon rogues are hiding in stalls (5B & 5C).
They are awaiting Maleks signal. If the PCs begin
to move toward these stalls, Malek will choose this
time to hail them from his hiding spot behind the
secondary furnace (4), calling out and approaching
from the darkness with his pistol beaded on them.
Otherwise, he will lie in wait until they approach.

12

2001 Privateer Press

The Factory: Ground Level


W

Sliding door & small inset door

Front door

Y
Q

Tc

Tb

Ta

The Factory: Catwalk Level

O
Y

1. Smelting Area
2. Overseers Stall
3. Breakroom Stall
4. Secondary Furnace
5. Storage Stall

6. Main Furnace
7. Staging Area
8. Operator's Stall
9. Suspended Smokestack
L. Shutter control lever

Fools Errand E-Venture

13

2001 Privateer Press

Crate
Ladder
Rubble
Shutters
5 ft. per grid square

2. Ground Level: Overseers Stall

rift in the flagstones. The boot prints are freshly


made. The crack in the flooring runs from a far
corner of the room, all the way across it and
underneath the wall. The slight rush of water can
be heard emanating from the rift on a successful
Listen (DC 10) check.

Dim orange light flickers from the open


door of this closed-in stall. Upon entering,
you discern a desk with a hooded lantern
resting on top of it. There are several chairs
in this room about the desk and hanging on
the far wall is a large piece of cloth. Below the
cloth is a long shelf abutted to the wall, and
various items are placed upon it.

4. Ground Level: Secondary Furnace


A large, box-like shape dominates this section of the factory. Behind it, four arched
flues, roughly two feet in diameter, disappear
into the wall. Otherwise, this area is rather
empty.

This is Maleks office. He has vacated it for


now, preferring to take his hiding place in area 4.
He felt no need to grab his personal items, so they
are found here. The cloth hanging on the far wall
is a crudely drawn map of Filchers Crossing with
names marked upon it in various sectors; these
are territorial markings, indicating which Griffon
gang leaders control what section. Guildhouses
and safehouses are not located on the map. For a
PC to make heads or tails of the map takes a successful Innuendo check (DC 15). This map is
very revealing and may fetch quite a sum in the
hands of Draegyn, a Gertens family member or
any experienced figure in the Corvis criminal
underworld.
On the desk is a single, hooded lantern and on
the shelf along the far wall underneath the map is
a set of 4 daggers, a black greatcoat, a black woolen
balaclava, a silk bag of dice, some game chips, and
a 12 x 6 x 6 metal coffer. The daggers are of
decent make and the greatcoat is quite fine (40
gp). It functions as padded armor (+1, can be worn
over Light Armor) and features an inner silk lining and lots of pockets on the inside and outside.
The coffer contains 200 gp, a large amethyst (130
gp), and 4 flasks of acid (PH 113) that Malek frequently uses to weaken locks and bars.

Closer inspection of the furnace will reveal a


square access hatch on the front of it. The hatch
is roughly three-feet square and has a simple
access lever that can easily be opened. If the PCs
choose to do so, the caustic stench of a charnel
house will assault them. If they shine a light inside
of the furnace, they will see a myriad of bones and
ash. Obviously, the furnaces latest function has
been for something other than its original industrial purpose.
The secondary furnace serves as Malek
Redgraves hiding place unless he has already
revealed himself to the PCs. If not, Malek
crouches behind the far corner of the furnace,
accompanied by four of his rogues. If the PCs
come close to this corner, he will step out of the
darkness with his pistol pointed at them. See
Maleks Ambush below for instructions on how
this battle should play out.
Malek Redgrave is fully aware and looking forward to mixing it up with these guys who are entering his territory. How did he find out? Chalk a ruse
well played up to Draegyn and Bodak in order to
keep the game going. This going back and forth
between the Griffons and Bodak has been an ongoing feud that both factions seem to actually enjoy,
although Bodak seems to be stepping it up a bit as
things are starting to turn lethal! Perhaps the loss of
money is tiring the man. Who knows for sure? As
stated before, after meeting with the PCs, Hamil
Bodaks rogue associate called on some contacts of
his who are on the inside with the Griffons gang.
He leaked just enough infothat the Gertens family has hired some muscle to make a hit on a
Griffon safehouseto warn Malek about the
imminent arrival of the PC party. Draegyns infor-

3. Ground Level: Breakroom Stall


The door to this stall has been removed
and lies on the floor outside of it. Inside, the
room is rather featureless except for a long
table littered with scraps of half-eaten fruits,
breads and cheeses, and a few pewter mugs.
There are two oaken benches on opposite
sides of the table.
Some closer inspection of this room, separate
Search checks of DC 15 and 20 respectively, will
reveal boot prints in the dust of the flooring and a
Fools Errand E-Venture

14

2001 Privateer Press

If the PCs accessed the factory via the flues on


the rooftop, they will more than likely descend
into the belly of the furnace. Read this aloud in
lieu of the description above:

mation, of course, is a lie, but Malek doesnt know


that. He assumes that the PCs are Gertens
hirelings. He has placed his twenty-two Griffon
churls strategically and he also has an even greater
surprise awaiting them (4A): Thunderwicket, an
archaic, refurbished steamjack (Appendix A)!

The flue suddenly ends at an open area and


you can make out a dim, flickering light
below. You cant seem to make out the source
of it, as it is at an angle that you have difficulty making out from your current vantage
point.

5. Ground Level: Storage Stalls


Stalls made of thick granite line the wall
here as far back as you can see. The ones at
the western end contain large piles of refuse,
mostly wood and metal scrap that literally
spills over the sides. Those toward the middle
are nearly empty, as far as you can tell.

Its a thirty-foot drop from where the flue opens


up into the furnace. In the belly of the furnace,
Malek has positioned one of his especially tough
rogues. This particular Griffon (Rog3), an experiTrue to the spoken description, the middle stalls
enced rogue of the Cutpurse archetype (see TLN
are empty, but the western stalls are filled with
61), is armed with two light crossbows (PH 100),
more than just scrap. The first stall (5A) reveals a
one in each hand, ready to fire. If the PCs are outcollapsed stairwell that now resembles a pile of
side of the furnace, he will wait for Maleks signal
rock and metal rods. The stairs once led to the
to emerge. If the PCs have accessed the factory by
basement of the factory but were destroyed on purdescending (or tumbling if they failed their Climb
pose some years ago by the city when the factorys
check) into the furnace, the rogue will fire at whobasement flooded with sewage. The magistrates of
ever descends or lands at his feet and then attempt
Corvis are obviously aware of Undercity activity
to escape out the furnace door, yelling an alarm for
and, at some point years ago, deemed it a worthy
the rest of his comrades. When the rogue in the
endeavor to destroy this means of access.
furnace fires his crossbows, he is at a penalty of -2
At first glance, stall 5B contains pallets, lots primary hand/-2 off hand.
and lots of pallets stacked and thrown haphazardThe furnace itself, like the secondary furnace, is
ly, literally spilling over the sides, and little else. In
made of tempered black iron. The main furnace
actuality, there is a bit of room to squeeze through
has a raised, grated floor on the inside of it.
this stall to the back, and five of Maleks Griffons
Vicious DMs might consider that PCs who fumble
are here watching awaiting their leaders signal.
any small items inside of the furnace may lose
Stall 5C contains several more pallets along them through the grillwork.
with large chunks of indeterminate scrap metal
7. Ground Level: Staging Area
and four more Griffons lying in wait.

6. Both Levels: Main Furnace

This section of the factory was obviously


the staging area where materials ready for
shipment were gathered on pallets. Piles of
crates, many of them open and empty as they
have long since been rummaged through, are
scattered about, as well as the debris of several destroyed crates. A thick oaken crossbar
secures the main doors on the far wall. In the
northeastern corner is a ladder that leads to
the catwalks above.

Assuming the PCs approach the main furnace


from its exterior, read the following aloud:
The main furnace towers fifty feet above
you, with a massive, circular base that spans
more than half the width of the factory. It is
rimmed twenty feet above by a catwalk and a
thirty-foot ramp inclines up toward doors on
the side of the furnace. A series of dangling
chains ending in hooks and strapsperhaps a
dozen in allare suspended next to the ramp,
and a singular wheeled cart, overturned and
empty, lies near the bottom of it.
Fools Errand E-Venture

Four Griffon rogues are hiding here behind some


stacked crates in the southeastern portion. Once
again, they are awaiting Maleks signal before revealing themselves. There is nothing else of interest here.
15

2001 Privateer Press

8. Catwalk Level: Operators Stall

shadows with his pistol trained on them, accompanied by Thunderwicket the steamjack and the four
men in hiding with him behind the secondary furnace (4). Hell greet them sarcastically, belittling
their skill on infiltrating his compound, and
remarking on the audacity of the overconfident
Gertens. As he does this, the rest of the Griffons
close in on the PCs from their hiding places in 5B,
5C, 6, and 7. The PCs will quickly realize that
several more than a dozen figures surround them;
there are twenty-three of them, in fact, including
Malek and the four Griffons on the catwalks above
with their crossbows aimed and ready.
Perhaps having never heard of the Gertens, the
PCs reaction to this remark may prove interesting,
but even so Malek will not be swayed into believing
that they dont work for the rival guild. Mad
Malekas he is sometimes calledsimply cant
resist gloating and displaying his ingenuity by
indicating the refurbished steamjack.

As you enter this area, the floor is grilled


like the rest of the catwalk. There are several
large levers of various design protruding from
a heavy iron control booth. A pair of ironshuttered windows is on the far wall.
This area once operated the suspension system
and the large bay doors, but the levers are now
unworkable. The windows on the far wall have their
own crank to open their iron shutters.

9. Catwalk Level: Suspended


Smokestack
From your position on the catwalk a huge
silhouette becomes apparent; some fifty feet
in length, a massive pipe hangs precariously
from multiple chains. Youve seen the likes of
this instrument, spewing puffy white smoke
from the tops of the steam-driven ships along
the riverways and in the citys harbors.

How Malek Initiates Combat


1. A thunderous noise will break the silence. It is
the chugging hiss of Maleks renovated steamjack (Appendix A).
2. From its place of concealment, a massive,
steam-hissing, rattling, thing of iron and rust
steps into the light. A rectangular plate is bolted to its chest that is engraved: THUNDERWICKET.
3. Malek will then reveal himself, accompanied by
four of his rogues. He will have his pistol pointed at the PCs, saying something such as,
Welcome trespassers, to your last night alive!
Hell tell the PCs how hell enjoy watching them
die so he can send their heads back to the
Gertens in a sack. At the same time as this, all
of the Griffon rogues on the Ground Level will
move in and surround the PCs.
4. Malek will order his comrades and
Thunderwicket to attack the PCs, yelling, Say
hello to my little friend! followed by the allimportant order: Kill them all!
5. Thunderwicket will attack the nearest person,
be it rogue or PC (and more than likely a rogue
in order to provide the distraction the PCs need
to scatter).
Malek has no interest in capturing the PCs. He
wants to eliminate them, plain and simple. Hell

This massive ship part (50 x 10) was left


behind for some reason when the factory was
abandoned and it dangles unsteadily from several
chains that have weakened over the decades. In
fact, a few of the chains have given and snapped,
resulting in the precarious angle at which it now
hangs. Any additional weight has a great chance of
bringing the entire smokestack crashing down to
the floor below and beyond. See Maleks
Ambush for details.

Maleks Ambush
Maleks plan is to lure the PCs deep into the factory so that his Griffons can surround them.
Whenever the PCs come inevitably close to discovering Maleks or any of his mens hiding places,
they will hear a loud whirring and chugging noise
start up and the gangleader will step out of the
Fools Errand E-Venture

16

2001 Privateer Press

order the attack, and once the archaic steamjack


receives its directive, it will interpret the words
kill them all quite literally! It will rush in, raising
its massive fists and begin taking swings at whoever happens to be nearest to it, be they PCs or
Griffon rogues! The chaos erupts as all the
Griffons backpedal from the iron giant and Malek
waves his arms, yelling at it to Stop! Stop! Stop!
The steamjack will comply with Maleks flailing
and screaming and the Griffons will all be hesitant
and dumbfounded by this little blunder, especially
if one of their own was pummeled by the confused
construct. At this point, the DM should emphasize
any nearby ladders and/or hanging chains or other
means that can be easily attained, and the PCs
should be urged to take advantage of this lull
by scattering away from the steamjack and
the Griffons by any means possible.
The goal of the combat from this point
forward is pitting the PCs against the
pursuing Griffons, perhaps separated from their comrades, in a running battle for their lives. The
Griffons will harry the PCs, both
on foot and by firing quarrels,
and cover all of the standard
escape routes while Malek
struggles with regaining
control of the faulty
steamjack. Malek
will indicate
the
fleeing
PCspossibly even physically describing
them to the
construct
and doing his best
to make it understand that they are
the only ones that
he wants destroyed.
In the meantime,
the PCs will be busy
fleeing and being
ushered toward the
Smelting Area (1),
either within it or
above it upon the catwalks.
Fools Errand E-Venture

Eventually, it will seem as if Malek has made


Thunderwicket understand its objective. It will
attack any PCs on the ground and if it spots any of
them on the catwalks it will attempt to bring them
to the ground by smashing or yanking down any
supports for said catwalks. The constructs actions
will cause a chain-reaction, as the careening catwalks will crash into the Suspended Smokestack
(9) and result in it coming loose and hurtling
towards the weakened flooras evidenced possibly by the PCs in the form of a rift in the floor of
the Breakroom Stall (3). The impact collapses the
entire area from the Secondary Furnace (4) to the
Storage Stalls (5) as well as all of the catwalks
above the Smelting Area. Thunderwicket,
many of the Griffons, and any PCs
remotely close to the area will tumble
through the sudden opening, although
the PCs should be able to make a Climb
check (DC 30) to latch onto a chain or a
portion of the hanging catwalk
that hasnt broken free (the
DM may allow Climb
checks for the falling
Griffons, as well).
Fallen PCs, after
sustaining damage
for every ten feet that
they have fallenfifteen feet (1d6) from
the floor or thirty-five feet
(3d6) if they have fallen
from the Catwalk Level
will find themselves waistdeep in fetid water amongst
groaning Griffons, a whirring
steamjack, and something
else

Mad Malek Redgrave

17

2001 Privateer Press

Act III

Wherein the adventurers are suddenly plunged headlong into the drink!

This area (10) is the home of a magically


mutated beast called a Thrullg (Appendix A).
The creature was occupying its lair and immediately dove into the water to assess the situation
when everything came falling through. It is not
happy. The PCs receive one full action before the
remaining Griffon rogues, except for the crossbowmen (and Malek, unless he already fell), drop
ropes down into the hole and begin swiftly lowering themselves in order to continue pursuit.
As the rogues regroup and begin a renewed
effort, their crossbow-wielding comrades will fire a
volley at the PCs. The rough edge of the collapsed
floor, the darkness, and the dust provides 25%
concealment (PH 133) for all combat in this area.
The coursing sewer water provides a moderate
obstruction, hampering movement equal to threequarters the normal rate (PH 143).
After one full round of this, the Thrullg will
make its move. Read the following aloud:

The Undercity
Underneath Corvis there is a massive network
of sewer tunnels knotted through the sunken passages and warrens of the Undercity. Although the
city does try to maintain the sewers, many of the
maps have long been lost (if they existed at all). It
is said that a sewer worker must be both soldier and
madcap to carry out such a perilous job, and the
PCs are about to find out just how perilous the
sewers of Corvis can be!

Suddenly amongst all of you, the fetid


water begins to churn and roil. Everyone
becomes hushed as a long, rumbling moan
rolls throughout the area. Two tentacles
break the surface of the water, followed by a
wide, reptilian head with two glossy black
eyes. The maw, from which the tentacles coil
and flicker, is a ring of jagged fangs. Its hulking frame is strangely humanoid and its
palms and long fingers are covered in a layer
of saucer-shaped suckers. A long tail snakes
out from behind it. The beast glares, examining each of you as well as your opponents, and
then with a screech leaps to the attack!

10. Undercity Level: Thrullg Nest


As the dust from the collapsed floor settles,
you find yourself struggling in near darkness,
impeded by what can only be described as
muck. Soft light filters from the complex
through the large hole above and it takes a brief
moment for you to realize youve fallen into the
citys sewers. Fetid water courses steadily
through an open archway and youre standing
waist-deep in it amid other large chunks of
rocky debris and a few of your hacking and cursing attackers. The steamjack is several feet away
from you in a whirring and thrashing fit as it
attempts to right itself.
Fools Errand E-Venture

18

2001 Privateer Press

The Undercity
10.
11.
12.
12a.

Thrullg Nest
Submerged Street
Sundered Tower
Laboratory

13.
14.

Ruins
Drainage Tunnel
5 ft. per grid square

Flow

}
q

}a

Fools Errand E-Venture

19

2001 Privateer Press

The Thrullg will attack a random PC or Griffon


simply seeking to repel the invaders of its nest.
One full round of combat ensues, however once
Thunderwicket rights itself at the beginning of the
second round of combat, the Thrullg will turn its
attentions toward the irresistable pull of the
steamjacks magic-rich cortex, ripping and tearing
at its armor-plated hull! In the meantime, the
Griffon rogues are throwing themselves in a panic
out of the beasts way, scurrying for the ropes to
escape this new threat. Malek roars at them to continue the pursuit, even going so far as to point his
pistol at his own men, if need be.

this tunnel was probably connected to the


higher one by a large flue, but it is long since
gone and the entire area has fallen to pieces,
revealing a large cavern beyond the flowing
water below. The cavern is littered with a
massive amount of stones ranging from fistsized rocks to enormous boulders.
In this area, the smelly stream from the tunnel
abruptly dumps out into another half-collapsed
and reeking sewage channel. The drop is a slight
one, only about six feet. The water is deeper here,
but slower moving, and there is plenty of debris
from the collapse in the form of large pieces of
stone in and alongside the channel. A Climb check
DC 10 will enable the PCs to pull themselves from
the tunnel onto semi-dry land, which is really little more than a sludge-covered incline littered
with blocks and small boulders. What is most
impressive here is that the collapsed tunnel has
allowed the once-contained sewer tunnel to flow
freely and, over the years, the changing water level
has carved out a section of this place, revealing a
long-lost portion of the Undercity. The whole site
is weirdly illuminated by foul-smelling, blue-colored lichen that clings to the stones, granting a
very otherworldly feel. If gathered or even held inhand, this lichen will continue to glow for about
one hour after it is uprooted, providing light equal
to half that of a torch.
Area 12 can barely be distinguished as a large
black shape in the even blacker darkness.

Thrullg Attack!
If the PCs are higher level and not suitably
weakened to the point where they all agree not
to beat a hasty retreat, the DM may wish to
allow them to engage the Thrullg and/or the
Griffon rogues in several rounds of combat
before the steamjack known as Thunderwicket
rights itself, thus gaining the attention of the
magic-seeking Thrullg.
A successful Spot check (DC 15) by any PC will
result in them noticing that Thunderwickets
nameplate has been ripped free from its rusty rivets and now lies on a ledge mere feet from their
grasp. Along with the nameplate on the nests ledge
are strewn bones, scraps of cloth and bits of
leather. Hidden amongst the trash are a few trinkets. A Search check (DC12) will reveal 4d8 silver coins, 2d8 gold coins, and 1d4 small gems (20
gp). If the PCs decide to try for any of these items,
they might provoke an attack of opportunity from
a nearby rogue or two at the DMs discretion.
Injured PCs, or those of a lower level, should be
encouraged to take advantage of the Thrullgs distraction to get out of the area. The only apparent
means seems to be the archway where the water is
flowing. This is a 150 tunnel on a slight angle and
the sides and bottom are slick enough to force a
Climb check (DC 15) for every 50, or otherwise
the PCs will slip and the current will carry them
unceremoniously to area 11.

12. Undercity Level: Sundered Tower

11. Undercity Level: Submerged Street

Underneath your feet, worked rocks resembling cobblestones are intermittent with the
soft surface. To your left the entire area is on a
steep grade of dense sludge and odd-shaped,
angular boulders, and what seemed at first to be
a weird formation of rock is now more evident.
Its an ancient part of Corvis Undercity, a very
oddly shaped building constructed almost
entirely of iron. This man-made creation
emerges from the ground, leaning toward you at
a precarious angle, before vanishing once more
into the ceiling above.

The conduit suddenly opens up and the


water gushes from an opening, dumping into
a wide tunnel six feet below you. At one point

The soft ground here makes footing difficult but


not impossible. If the PCs clamber up to the building, they will ascertain that it is an exotic looking

Fools Errand E-Venture

20

2001 Privateer Press

structure, ringed with what appear to be the ring (30 gp); the ring bears the inscription: In
remains of metal walkways, and the entire building Cyriss There Is Truth. On a Spot check (DC 12)
is fluted and buttressed with sizeable
the PCs will spy a cask of some sort beneath the
columns of fungus-encrusted, dark
desk; it is a heavy stone keg containing 10
metal. There is an accessible entrygallons of potent acid. The acid in this
way by means of a large hole
keg is the same as found in the
in the side of it; a hole
desk, used as a metal solthat appears to be
vent for various purposes
corroded, as if eaten
(see DMG 88 for
through by acid. Over
information on acid).
the years, the shifting
At some point durearth has pushed the entire
ing the PCs search of
structure, so the DM should
this area, Malek and his
emphasize the uneven footremaining rogues will
ing throughout.
emerge from the same
The Thrullg
The interior of the ruins
pipework that the PCs
reveals that it perhaps served
utilized to arrive here. Inventive PCs might find a
as some type of industrial or
way to use the keg of acid to their advantage. It can
experimental laboratory (12A). It contains very easily be opened by cutting and pulling back the
little now, as the shifting has caused most of the ring of wax that seals it shut. If this copious
items within to fall, perhaps decades or even cen- amount of acid is poured anywhere near the metal
turies ago, out of a large hole in the northern por- supports of this buildingthat is barely standing
tion of the structure at the bottom of the incline. as it is nowthe building will collapse in a mere
The earth has risen to the top of a spiral staircase 2d4 rounds. This may serve as a distraction or
in the far corner of the room, so that it can no worse to the PCs pursuers (damage 10d6 to any
longer be descended. An open arch-shaped door- hapless fool in the way of the collapsing building).
way is several feet high on the far wall. It can be
13. Undercity Level: Ruins
attained by climbing up the spiral staircase and this
could possibly be used as an escape route, if need
There are more ruins here, consisting of
be, as it leads out onto one of the dilapidated walkodd chunks of large granite that, once upon a
ways. It is a ten-foot drop to the ground from the
time, were structures. Not far from you stands
rickety walkway. A Jump check (DC 15) yields no
a broad wall more than fifty feet long and ten
damage, but a failed check results in 1d6 points of
feet wide. You can only imagine that this wall
subdual damage.
was perhaps thirty feet tall or more when it
In another corner at the bottom of the incline is
was above ground, but now you can simply
a huge, metal rolltop desk riveted to the stone
climb to the top of it, which is little more
flooring. It is closed and the rolltop is somewhat
than eight feet from the surface. Near the
rusted from the years and moisture requiring a
coursing sewer tunnel, a minaret easily forty
Strength check (DC 13) to force it open. Inside
feet in diameter and decorated with effigies
the desk there is a shuttered lantern with an interof winged battle-maidens, materializes from
esting magnification attachment that focuses the
the ground.
light into an adjustable beam for double the range
This area may provide various forms of cover
of a normal bullseye lantern (PH 108) with a half
from
Mad Malek and his Griffon rogues. Malek
pint of oil still in it, a masterwork stilleto (functions as a punching dagger; PH 98) emblazoned and his men will be to dog the PCs from the safewith a stylized P. A pair of drawers containing ty of darkness, randomly firing his remaining piseight wax-sealed vials of acid (PH 113), twelve tol rounds at them. Hopefully, this will flush the
thin plates of beaten ironsome of them etched PCs toward the drainage tunnel (14). If not, the
with sequences of symbols that appear to be some DM has the option of having the Thrullg arrive at
type of cryptic formulaeand an exquisite silver this portion of the adventure, as well (in all likelihood having defeated the archaic steamjack by
Fools Errand E-Venture

21

2001 Privateer Press

consuming its magic or submerging its firebox in


the dank water). Heralding its presence from a distance with a long, drawn-out cry, the Thrullg will
provide a distraction by attacking any remaining
rogues.

of it. The good news here is that it ends at a rusty


iron grate (hardness 5, hp 45) that can be battered
or wrenched loose on a Strength check of DC 20.
Two or more players can try together.
Once the grate is knocked free, the PCs will
spill outside, dropping less than ten feet into the
Black River. The river will carry them downstream
into the harbor, but they will be able to catch onto
a dock, wall or some other structure and hoist
themselves from the river. Vicious DMs can force
successful Swim checks (PH 74) to do so, but
havent they been through enough already?!?

14. Undercity Level: Drainage Tunnel


The Undercity suddenly seems to end here.
The sewage canal to the left diverges before
you into two directions: it courses swiftly and
disappears underneath a somewhat collapsed
portion of the tunnel, but in another area the
brackish water eddies before a tall but narrow
conduit, flowing less swiftly into it. There
does not appear to be any another exit.
The drainage tunnel is the only way to exit the
Undercity Level besides fighting back through all of
the other monsters and rogues and also ascending
the slick 150 tunnel (Climb DC 30) between areas
10 and 11. The tunnel itself is dark and narrow
too narrow for the Thrullg to fit intoand the current becomes quicker and more forceful as the water
level continues to rise from approximately four feet
to nearly six feet by the time the PCs reach the end

Fools Errand E-Venture

22

2001 Privateer Press

approaches and whispers in his ear. The Bull


nods and dismisses her with a wave of his large
hand before saying, Right then, mates. Grab
yer tankards and follow me. The Bastards
here and he wishes ta see yez now. And, that
said, he heads toward one of The Falling Stars
various rickety stairwells. He leads you up to
the second story and down a hall to the left,
stopping at a thick door with a chalky-glassed
porthole fixed into it. A plank is above the
door that reads: The Galley.
Dando opens the door and shifts his massive girth back against the wall to allow you all
to pass. In here, mates. If ya want for anything, theres a bell to the kitchen in the corner. Enjoy. That said the Bull leaves your
presence to return downstairs.

Epilogue: A Fistful
Of Vouchers
The PCs will have most definitely escaped their
pursuersgiven that any of them survivedonce
they are dumped into the river. Even if any
Griffons have pursued the PCs into the drainage
tunnel, they will lose them once they climb from
the river and disappear into the foggy darkness of
the City of Ghosts.
What next then? First of all, the PCs have most
likely deduced that theyve been suckered, and even
if theyre so dense that they havent, theyll probably end up going back to The Falling Star to look
for Draegyn. The seedy dive will be open as usual,
even at this wee hour, and once the bedraggled PCs
enter, Dando will notice them immediately, wave
them over, and say:

Once the PCs enter, read:


The Galley is a lavish room with a long
oaken table dominating the center of it. The
familiar figure of the Bastard, Draegyn, sits at
the table, a silver tray in front of him containing some fruits and cheeses. He sips something steamy from a pewter mug and nods to
you as you enter. In a corner of the room, near
a tasseled pull cord, sits three darkly garbed
men playing a game of chance at a small table.
All three of them are wearing swords at their
hips and they do not look up as they continue
playing, undisturbed by your approach.

Yer a sorry looking lot, arent ye? An ye


bloody well smell like old Borlochs arse!
Damn, lads, what happened toah, er
never mind, I dont wanna know! Look ye, first
things first, mates. The Bastard paid fer a
round of me best. The large man sets down a
grimy tankard in front of each of you, filling
it with a brackish, dirty blonde pilsner which
is his own special concoction, fittingly called
Bulls Brew.

Unlike the Bull, Draegyn will not comment on


the PCs appearance. In fact, he will say nothing at
all to them, inclined to wait for them to speak
instead. All questions will be answered with either
a shrug or a wave of his hand, although Draegyn
will make a point of saying the following:
Blast me, mates, we didnt really expect ta
lay eyes on ya again. Well done! Ya really put
it ta those bastards, eh? What now then, eh?
Hmmm. Good question. Alright there, lets
see what we can do for yez, cuz believe me
when I say this, you mates really did a good
turn for the bossman tonight, aye, ya did.
Saying this, Draegyn produces some slips of
thick parchment from his jacket and tosses

When looking at Bulls Brew, the DM might


smilingly remind the PCs of the sewers theyve just
been through and how the stuff looks and smells
very similar. In fact, theyre aware that this stuff is
jokingly referred to (in whispers, of course) by
patrons as the Bulls Piss!
Dando eyes you all, obviously waiting for
you to partake of his brew, when a barmaid
Fools Errand E-Venture

23

2001 Privateer Press

bly consider sending them on another campaignone thats not so much of a ruseagainst
that uncontrollable fool of a man.
If the PCs try to shop around the underside of
Corvis looking for a better price for some of the
souvenirs acquired from their romp, they may
draw some much-unwanted attention from the
wrong kind of people. For instance, PCs flashing
the Griffons map of Filchers Crossing about may
soon find themselves at the end of some Griffons
blades. As well, the Gertens crime family might
also no doubt be interested in discovering who
these buffoons aregoing around sullying the
Gertens name and such!especially if the PCs
found the coin on the dead man in the Crossing
and let it be seen by the wrong eyes!

them on the table. In addition to this, he also


pulls a fist-sized sack from another pocket
and it clinks as it hits the tabletop. Mebbes
thisll take care of matters then, eh?

The parchments are stamped vouchers good for


one masterwork weapon of choice from any of
Bodaks Blades locations within Corvis. The bag
contains 300 gp in small mixed gems. Of note, if
the PCs actually came away from the adventure
with a token of some sort, such as the thunderwicket nameplate or the cloth map of Filchers
Crossing, Draegyn will show his astonishment with
a wide grin followed by a dry chuckle. Hell commend them at that point even more than he
already has.
Now if things arent so genteel, the men at the
table are Draegyns back up (see Experienced
Thugs, Appendix B). He is hoping not to have to
call on them, of course, but that is up to the PCs.
If the PCs are feeling sore or angered and go so
far as to insult Draegyn, raise their voices or
approach him menacingly, the three fighters will
stand up and draw their steel. They will still wait
for Draegyns word before attacking, however they
will focus warily on the PCs from that point forward.
Once all transactions are complete, Draegyn
will depart with his men, but since he has reserved
the Galley for the evening he will tell the PCs
theyre welcome to stay as long as they like, perhaps saying, Its a great night ta be alive, mates. Steamjack (Archaic)
All yer drinks tonight are on me. Throw yerselves
The steamjack that Malek has discovered and
a party, and then, with bodyguards in tow, the renovated dates back at least sixty years, perhaps
Bastard of Corvis departs.
more. Its certainly not been used in over a decade,
which is roughly when the old steam factory was
A Dish Best Served Cold
abandoned. The rogue gangleader found the conIf the DM wishes to draw out some subplots struct when the Griffons moved in to the abanfrom this adventure, one in particular might be doned building approximately a month before
concerning the ever-lovely Mad Malek. If the Fools Errand takes place, and having little more
Griffon scoundrel survived the night, he will do than amateur skill, he put the thing together. It is
everything in his power to track down the PCs and currently running on poor fuel and is obviously
get his vengeance. Malek will approach more of commanded by an inept handler in Mad Malek
his contacts within his guild in order to gather Redgrave. Bodaks man on the inside of Maleks
information and hell definitely hire more muscle Griffons has provided information about the
to pursue his agenda. However, Bodaks interest in machine and its peculiar nameplate that reads:
the PCs has probably been piqued and hes very THUNDERWICKET.
interested in making use of them in the future, so
Steamjack: CR 8; Large construct; HD 12d10;
when his ears catch wind of Maleks mad-on, he
Init -3 (Dex); Spd 15 ft. (cant run); AC 22 (-1
may likely intercede on the PCs behalf, or possisize, -2 Dex, +15 natural); Atk +17 melee 1 slam

Appendix A:
Creatures

Fools Errand E-Venture

24

2001 Privateer Press

negated as long as it remains in contact with the


tentacles and for 1d4 rounds afterward.
u If a character in contact with a tentacle attempts
to use a potion or scroll, the affects do not take
effect until 1d4 rounds after the character
breaks contact with the tentacle.
u Artifacts do not operate while in contact with
the Thrullgs tentacles and for 1 round after
breaking contact.
Spellcasters lose one random prepared spell
upon initial contact with the tentacles. Each round
the spellcaster remains in contact with the tentacles, they lose an additional random spell. The
Thrullg permanently gains 1 Hit Die for every 10
spell levels it absorbs in this manner.
Treasure: Standard

(2d10+7); SQ construct, steamjack abilities,


damage reduction 10/+1; AL Always N; SV Fort
+3, Ref +0, Will +3; Str 25, Dex 5, Con: , Int
, Wis 11, Cha 1
Treasure: None
For more information and stats for steamjacks,
visit ironkingdoms.com.

Thrullg
Standing more than eight feet tall, the
humanoid Thrullg is a horrid beast. It has a leathery, mottled green hide and the palms of its hands
and bottoms of its feet are covered in saucershaped suckers that enable it to climb sheer surfaces easily. Two telescoping, squid-like tentacles
dominate its wide head and it also sports a jagged,
tooth-filled maw. A foul creature born of magical
and alchemical waste, the Thrullg dines mainly on
a fare of vermin and trash. It also has a craving for
magicthe stuff from which it was createdand
it is at these times that it comes into conflict with
man, although this beast attacks primarily to
defend its nest or in the presence of magical auras.
Thrullg: CR 4; Large magical beast; HD
4d10+12; Init +1; Spd 30 ft., climb 15ft., swim
15 ft.; AC 17; Atk 2 claws +8 melee (2d4+4),
bite +6 melee (1d8+2); SA Improved Grab; SQ
absorb magic (below); AL Usually N; SV Fort+7,
Ref+5, Will+0; Str 19, Dex 13, Con 17, Int 10,
Wis 8, Cha 7.
Skills & Feats: Hide +11, Spot + 9, Climb +9,
Multiattack.
Improved Grab (Ex): To use this ability the
Thrullg must hit with a claw attack.
Absorb Magic (Su): Upon latching onto its target, the Thrullg pulls the victim into its toothy jaws
for a bite attack and wraps its tentacles around the
victim (if he/she is a spellcaster) or the tentacles
search over the victims entire person looking for a
source of magic. Often, if no source is found, the
Thrullg will purposefully drop the victim in favor
of another. This attack has the following effects:
u A magic item with charges in contact with the
Thrullgs tentacles loses 1d4 charges upon initial contact and every round thereafter. The
Thrullg permanently gains 1 Hit Die for every
10 levels of magic it absorbs in this manner.
u A magic item without charges in contact with
the Thrullgs tentacles will have its powers
Fools Errand E-Venture

Appendix B:
Dramatis Personae
Draegyn (The Black Bastard)
A prominent figure in the criminal world of
Corvis, Draegyn is a formidable information broker and man-on-the-streets under the employ of a
significant person in Corvis by the name of Hamil
Bodak. Draegyn is a mystery man, coming and
going at will with nary more than a whisper and he
is almost always unsympathetic and demanding of
those with whom he deals, contributing to his
nickname, The Black Bastard or simply The
Bastard. To some, that is the only name by which
they know him, and its probably already more than
theyd ever want to know.
Draegyn, male human Rog8: CR 8; Size M (5
ft., 10 in. tall); HD 8d6+8; hp 37; Init +4 (+4
Dex); Spd 30 ft.; AC 15 (+4 Dex); Attack +7/+2
melee, or +10/+5 ranged; SV Fort +3, Ref +10,
Will +6; AL CN; Str 12, Dex 19, Con 12, Int
25

2001 Privateer Press

12, Wis 19, Cha 12.


Skills & Feats: Craft (Small Arms) +11,
Disable Device +11, Forgery +6, Hide +12,
Innuendo +15, Jump +11, Listen +14, Move
Silently +4, Perform +7, Profession +14, Search
+11, Spot +15, Use Magic Device +10, Dodge,
Exotic Weapon Proficiency (Small Arms), Point
Blank Shot, Precise Shot.
Possessions: 4 Daggers, greatcoat, small pistol,
20 pistol charges, 1700 gp, 2 1000 gp emeralds,
2000 gp in other gear

doesnt hesitate to go fisticuffs if the need arises.


Dando the Bull Kildair, male human Ftr8: CR
8; Size M (6 ft., 6 in. tall); HD 8d10+8; hp 48; Init
+5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC
11 (+1 Dex); Attack +12/+7 melee, or +9/+4
ranged; SV Fort +7, Ref +3, Will +1; AL LN; Str
19, Dex 12, Con 12, Int 11, Wis 8, Cha 14.
Skills & Feats: Climb +11, Craft
(Weaponsmithing) +11, Hide +1, Jump +9,
Knowledge +2, Listen -1, Move Silently +1, Spot
-1, Swim +11; Blind-Fight, Cleave, Combat
Reflexes, Improved Critical (greatsword),
Improved Initiative, Power Attack, Weapon Focus
(greatsword).
Possessions: Greatsword, studded leather
armor, club, 400 gp, 5000 gp in other gear

Gajan
The mysterious Gajan has worked for the Bull
since before the establishment was passed down
from the previous owner. No one knows this mans
full name, or where he comes from, but Kildair
seems to have shared a past with him; the two trust
each another implicitly. Despite his slight stature,
those who are wise to Gajan offer him a wide berth,
especially if the words out that hes not in the best
of moods.
Gajan (ga-han), male human Ftr4/Rog3: CR
7; Size M (5 ft., 7 in. tall); HD 4d10 + 3d6; hp
32; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3
Dex); Attack +9/+4 melee, or +9/+4 ranged; SV
Fort +5, Ref +7, Will +4; AL LE; Str 16, Dex
16, Con 11, Int 10, Wis 14, Cha 12.
Skills & Feats: Appraise +6, Climb +11, Craft
(Small Arms) +8, Hide +3, Knowledge
(Underworld) +3, Listen +4, Move Silently +3,
Perform +6, Read Lips +5, Search +4, Spot +4,
Swim +10; Alertness, Combat Reflexes, Exotic
Weapon Proficiency (Small Arms), Point Blank
Shot, Quick Draw, Run, Weapon Focus (dagger).
Possessions: Leather armor, 2 small pistols & 25
charges, 2 daggers, 400 gp, 4500 gp in other gear

Redgrave, Malek
Mad Malek is power-hungry and vindictive
towards his enemies. He is the leader of a small
branch of the Griffon guild located in an abandoned factory in the seedy district of Corvis
known as Filchers Crossing. Malek has been
informed by one of his contacts that were fed false
information by Draegyn that the looming PC
party is actually a group of hitmen employed by the
rival Gertens family. Malek hates the Gertens with
a passion, so hes quite incensed by the PCs arrival
at his safe house and will do anything, even at the
expense of his own men, to eliminate the PCs.
Malek Redgrave, male human Rog3/Ftr3: CR
6; Size M (5 ft., 11 in. tall); HD 3d6+6 +
3d10+6; hp 43; Init +7 (+3 Dex, +4 Improved
Initiative); Spd 30 ft.; AC 15 (+3 Dex); Attack
+7 melee, or +8 ranged; SV Fort +6, Ref +7, Will
+3; AL NE; Str 15, Dex 16, Con 15, Int 12, Wis
13, Cha 12.
Skills & Feats: Balance +9, Climb +8, Craft
(Small Arms) +7, Decipher Script +7, Diplomacy
+4, Disable Device +7, Escape Artist +5, Handle
Animal +6, Hide +9, Innuendo +7, Intimidate
+7, Jump +3, Listen +8, Move Silently +3,
Profession +6, Spot +3, Tumble +7; Combat
Reflexes, Endurance, Exotic Weapon Proficiency
(Small Arms), Improved Initiative, Point Blank
Shot, Precise Shot.
Possessions: Longsword, leather armor, 2 daggers, club, small pistol, 12 pistol charges, 1500 gp,
1 500 gp garnet, 500 gp in other gear

Kildair, Dando (The Bull)


Dando the Bull Kildair is the inheritor and
proprietor of The Falling Star, a seamy tavern on
the waterfront, as well as the dark underside, of
Corvis. As the erstwhile bouncer of the tavern,
Dando had occasioned to thump many a noggin
and now as the existing owner, the Bull trusts only
himself and his right-hand man, the slight, pistolpacking Gajan, with the safety of his tavern.
Despite being older and his waist several inches
wider, the Bull is still a formidable fighter and he
Fools Errand E-Venture

26

2001 Privateer Press

Experienced Guards
(Watchmen)
Watchman (Experienced): Ftr3; CR3; Mediumsized humanoid (human); hp 20; Init +4 (+4
Improved Initiative); Spd 30 ft.; AC 15 (chain shirt
+ small shield); Atk +4 melee (1d6+1 subdual/2x
sap, 1d6+1/2x club, 1d8+1/19-20/2x longsword),
AL LN; SV Fort +3, Ref +1, Will +1; Str 12, Dex
11, Con 12, Int 10, Wis 10, Cha 10.
Special Attacks: If two or more Watchmen are
attacking the same target, and inflicting subdual damage, each Watchman gets one extra attack each round.
Skills & Feats: Climb +2, Handle Animal +1,
Intimidate +2, Jump +1, Knowledge (Law) +3, Ride
+2, Swim +3; Alertness, Combat Reflexes, Improved
Disarm, Improved Initiative, Quick Draw.

Experienced Rogues
Rogue (Experienced): Rog3; CR1; Mediumsized humanoid (human); hp 11; Init +2 (+2 Dex);
Spd 30 ft.; AC 14 (leather); Atk +2 melee
(1d4/19-20/2x dagger, or 1d6/2x club), +4
ranged (1d2/2x dagger); AL NE; SV Fort +1, Ref
+5, Will +1; Str 10, Dex 14, Con 11, Int 11, Wis
11, Cha 10.
Special Attacks: Sneak attack +2d6.
Skills & Feats: Appraise +3, Bluff +2, Climb
+1, Disguise +3, Escape Artist +2, Gather
Information +2, Hide +3, Innuendo +1,
Intimidate +3, Listen +2, Move Silently +3,
Open Lock +2, Perform +1, Pick Pocket +4, Spot
+2; Ambidexterity, Dodge, Uncanny Dodge.

Experienced Thugs
Thug (Experienced): War3; CR3; Mediumsized humanoid (human); hp 13; Init +4 (+4
Improved Initiative); Spd 30 ft.; AC 12 (leather);
Atk +5 melee (1d6/19-20/2x short sword), +3
ranged (1d2/2x dagger); AL NE; SV Fort +3, Ref
+1, Will +1; Str 12, Dex 11, Con 11, Int 9, Wis
9, Cha 10.
Skills & Feats: Bluff +1, Climb +1, Intimidate
+1.5, Knowledge (Underworld) +1, Swim +3;
Improved Initiative, Point Blank Shot, Weapon
Focus (short sword).

Fools Errand E-Venture

27

2001 Privateer Press

D20 System License version 1.0


By downloading the enclosed graphic files and/or by returning the Confirmation Card as
presented in the file card.pdf, the Licensee (You) accept to be bound by the following
terms and conditions:
1. Copyright & Trademark
Wizards of the Coast, Inc. retains title and ownership of the D20 System trademark logos,
the D20 System trademark, and all other copyrights and trademarks claimed by Wizards of
the Coast in The Official Wizards of the Coast D20 System Trademark Logo Guide version
1.0, incorporated here by reference.
2. License to use
You are hereby granted the non-transferable, non-exclusive, royalty-free license to use the
D20 System trademark logos, the D20 System trademark, and certain other trademarks
and copyrights owned by Wizards of the Coast in accordance with the conditions specified
in The Official Wizards of the Coast D20 System Trademark Logo Guide version 1.0. (the
Licensed Articles)
3. Agreement not to Contest
By making use of and/or distributing material using the D20 System Trademark under the
terms of this License, You agree not to contest the ownership of the Licensed Articles
4. Breach and Cure
In the event that You fail to comply with the terms of this License, You will be considered to
be in breach of this License. Wizards of the Coast will notify you in writing by sending a
Registered Letter to the address listed on the most recent Confirmation Card on file, if any.
You will have 45 days from the date the notice (the cure period) to cure the breach to the
satisfaction of Wizards of the Coast.
5. Termination
If, at the end of the cure period, the breach is not cured, Wizards of the Coast may terminate this License without further written notice to You.
6. Effects of Termination
Upon termination, You shall immediately stop all use of the Licensed Articles and will destroy
any inventory or marketing material in Your possession bearing the D20 System Trademark
logos. You will remove any use of the D20 System Trademark logos from your advertising,
web site, letterhead, or any other use. You must instruct any company or individual that You
are or become aware of who is in possession of any materials distributed by You bearing
the D20 System Trademark logos to destroy those materials. You will solely bear any costs
related to carrying out this term of the License.
7. Penalty for Failure to Comply with Termination Instructions
If You fail to comply with the Effects of Termination, Wizards of the Coast may, at its option,
pursue litigation, for which You shall be responsible for all legal costs, against You to the full
extent of the law for breach of contract, copyright and trademark infringement, damages
and any other remedy available.
8. Updates
Wizards of the Coast may issue updates and/or new releases of the D20 System
Trademark logos without prior notice. You will, at the earliest possible opportunity, update
all material distributed by You to use the updated and/or new version of the D20 System
Trademark logos. You may continue to distribute any pre-existing material that bears an
older version of the D20 System Trademark logo.
9. Changes to Terms of the License
Wizards of the Coast may issue updates and/or revisions to this License without prior
notice. You will, at the earliest possible opportunity, conform in all respects to the updated
or revised terms of this License. For a period of 90 days You may continue to distribute any
pre-existing material that complies with a previous version of the License. Thereafter written consent should be obtained from Wizards of the Coast. Subsequent versions of this
License will bear a different version number.
10. Updates of Licensee information
You may transmit an updated version of the card.pdf Confirmation Card at any time to
Wizards of the Coast.
11. Notices to Licensor:
Wizards of the Coast
D20 System License Dept.
PO Box 707
Renton, WA 98057-0707
12. No maintenance or support
Wizards of the Coast shall have no obligation whatsoever to provide You with any kind of
maintenance or support in relation to the D20 System Trademark logos.
13. No Warranty / Disclaimer
THE D20 SYSTEM TRADEMARK LOGO FILES ARE MADE AVAILABLE ON AN AS IS
BASIS. WIZARDS OF THE COAST DOES NOT MAKE ANY REPRESENTATION OR
WARRANTY, WHETHER EXPRESS OR IMPLIED, AS TO THE FITNESS FOR A PARTICULAR PURPOSE, USE OR MERCHANTABILITY. WIZARDS OF THE COAST
MAKES NO REPRESENTATION OR WARRANTY THAT THE D20 SYSTEM TRADEMARK LOGO FILES ARE ERROR-FREE.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material
including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted;
(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any
work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and
product line names, logos and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions,likenesses, formats, poses, concepts, themes and

Fools Errand E-Venture

graphic, photographic and other visual or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f) "Trademark" means the logos,
names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means
the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the License itself. No other
terms or conditions may be applied to any Open Game Content distributed using this
License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement
with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a
work containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute a challenge to the ownership
of that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of
this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the Contributor
to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v1.0a, Copyright 2000, Wizards of the Coast
Fools Errand content copyright 2001 Privateer Press LLC
OPEN GAME CONTENT
The following content is protected under the Open Gaming License above. 1. Monster stats
found in Appendix A, "stats" meaning the small text beginning with the monsters challenge
rating (e.g., "CR: 2") and extending through the end of the monsters treasure description.
The monsters names are not Open Game Content, nor are any other names specific to the
Iron Kingdoms setting or the Witchfire Trilogy that may appear in the stat text. 2. NPC stats
from Appendix B, stats being everything after the NPCs name in the stat block, down to
and including the Possessions summary. The names and likenesses of the monsters and
NPCs are not Open Game Content.
Portions of the Open Game Content listed above may originate in the D20 System
Reference Document and are 2000, Wizards of the Coast. The remainder of these portions of the book are declared Open Game Content. Any Open Game Content from this
book used elsewhere must bear with it this notice: "COPYRIGHT 2001, Privateer Press
LLC." Anything not explicitly declared Open Game Content, including all proper names,
illustrations and graphic design elements are Copyright 2001, Privateer Press LLC.

This is a commercial product. To buy it, visit


PrivateerPress.com. Please dont pirate it.

28

2001 Privateer Press

We hope you enjoyed


this Privateer Press
E-Venture.

If you liked what you saw of the city of


Corvis and the Iron Kingdoms game
setting, you should take a look at the
Witchfire Trilogy of adventures and our
other upcoming D20 System products.

The first two parts of the Witchfire Trilogy are available now. Each is
$9.95 for 64 pages. Ask your game store for The Longest Night (PC
levels 13) and Shadow of the Exile (PC levels 46). Part 3, The
Sleeping Legion, will be available in August 2001.
Check out the buzz on the Witchfire Trilogy at D20Reviews.com, or hit
privateerpress.com for more review links. If youd like to learn more
about the Iron Kingdoms, youll find information on the setting in the
Witchfire Trilogy and at the ironkingdoms.com web site.
After the Witchfire Trilogy concludes, well be putting out a series of
exciting sourcebooks to support the Iron
Kingdoms game setting. First up is the
Monsternomicon Vol. I. Its over 100 pages of interesting and useful monsters, and its due in
September 2001. In November well release the
Guide to the Iron Kingdoms, the complete reference
to the game setting everyones talking about.

Potrebbero piacerti anche